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[2E] Heroic Fantasy OOC

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Re: [2E] Heroic Fantasy Casting Call

Postby ecar369 » Wed Aug 08, 2012 6:32 am

Tweaked Retsam just a bit, dropped Incurable off of Strike to add a decked out Trip as an AP.
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Re: [2E] Heroic Fantasy Casting Call

Postby Crazyivan777 » Wed Aug 08, 2012 5:28 pm

Bending Equalist wrote:
Crazyivan777 wrote:ABILITIES
STR: 10 (+0)
DEX: 12 (+1)
CON: 10 (+0)
INT: 20 (+5)
WIS: 20 (+5)
CHA: 14 (+2)
26 points. Good.

Crazyivan777 wrote:COMBAT
Attack 0 (Melee 0, Ranged 4) [Unarmed +0 (Bruise)]
Defense 4 (2 flat-footed)
Initiative 5
8 points. Good.

Crazyivan777 wrote:SAVES
Toughness 4 (4 flat-footed)
Fortitude 0
Reflex 4
Will 5
3 points. Seems a bit low.


So be it. I'll add 2 to reflex and 2 to will, if that works.

Bending Equalist wrote:
Crazyivan777 wrote:SKILLS
Acrobatics 6 (+7)
Bluff (+2)
Climb 2 (+2)
Concentration 8 (+13)
Diplomacy (+2)
Disguise (+2)
Escape Artist (+1)
Gather Info 2 (+4)
Handle Animal (+2)
Intimidate (+2)
Investigate 2 (+7)
Knowledge
-Arcane Lore 10 (+15)
-Theology/Philosophy 8 (+13)
-Dark Fae 8 (+13)
Medicine 2 (+7)
Notice 10 (+15)
Search (+5)
Sense Motive 10 (+15)
Sleight of Hand 4 (+5)
Stealth 4 (+5)
Survival (+5)
Swim (+0)
19 points. Knowledge (dark fae) is covered under knowledge (arcane lore). if it's a magical creature, arcane lore. if it's a savage creature, life sciences or survival, if it's a civilized race, streetwise or gather information.


Switch the Dark Fae knowledge points to gather info, then, if that's good?


Bending Equalist wrote:
Crazyivan777 wrote:LANGUAGES
Common / Human, Elven, Dark Fae
You get common and your racial language free. the rest count as skill points.so this is actually half a point.


Hm. I'd go with some strong arcane languages, so... Demonic? Some other magical races? What works, flavor-wise?

Bending Equalist wrote:
Crazyivan777 wrote:FEATS
Attack Focus, Ranged (4)
Attractive (1)
Blind-Fight
Eidetic Memory
Elusive Target
Favored Conditions (3) (Darkness)
Improved Concealment
Improved Initiative (1)
Fearless
Light Sleeper
Ritualist
16 points. I'm questioning Blind-Fight and Favored Condition (darkness) seeing as she's blind it's always dark. There's no way she can't be in darkness!


I'll get rid of blindfighting, but the darkness is about having the combat in darkness- she uses the fact that her opponents can't see.

Bending Equalist wrote:
Crazyivan777 wrote:Super-Senses (Accurate Hearing, Acute Touch, Blindsight, Sense Magic (ranged), Sense Shadows (ranged)) 13
4+1+4+2+2=13. What sense does blindsight affect?


I'd go with mental if that's acceptable. If not, then... Hm. I'll have to keep thinking.

Bending Equalist wrote:
Crazyivan777 wrote:Sorcery (Blast. Alternate powers: Confuse, Darkness Control, Emotion Control, Nullify Magic, Teleport (Medium: Darkness / shadows) , Extra: Learned Caster, Flaw: Corrupting, Drawback: Power Loss (uncommon, major)) 8
9 points. Hm, +15 check to a DC 18 save, but if she happens to roll a 1 or 2, she gets a corruption point. I'm not sure about this. 1 in 10 chance to fail, but if she fails 10 times she's not a PC anymore. Do note that if we do go with this there will be no HP rerolls for corruption. Like I said, I'm undecided.


It's part of the build, but if you're set against it, I'll retool and just use the 'flavor' of fear of corrupting influences.

Bending Equalist wrote:
Crazyivan777 wrote:Mind Shield 2
2 points. You should note this on your saves somehow.


Will do!

Bending Equalist wrote:
Crazyivan777 wrote:Protection (Impervious) (Device: Hard to lose - robes) 4
8points. Device 2. Device is not a flaw in the sense you're thinking. Every 3 points (easy to lose) or 4 points (hard to lose) you get 5 points. So Device 2 gets you 10 points to play with and costs 8 points.


Thought that's how I put it... I'll make sure it's that way on the revised sheet.

Bending Equalist wrote:
Crazyivan777 wrote:Quickness (Mental only) 2
2 points. Good.

Crazyivan777 wrote:Comprehend (Languages, all, magic information only) (essentially she understands all spell-chants and magical languages) 3
3 points. No, this would essentially be a knowlege (arcane lore) check. If you want to do it without rolling, Id say just take Feature 1 (can identify spells as they're cast). That would be 1 point.


Okeydoke. No problem in switching that.

Bending Equalist wrote:
Crazyivan777 wrote:Paralyze (ranged) (Device: Easy to lose - staff) 8
15 points. Device 5. See robes.


Done.

Bending Equalist wrote:
13+9+2+8+2+3+15=52

Crazyivan777 wrote:DRAWBACKS
Disability: Blind [UC: DC 15] [Mod: DC 10]
Drawbacks like this don't have DCs. You're either blind or you're not.


Sorry, that was output from the spreadsheet- No idea why it put DC's there.
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Re: [2E] Heroic Fantasy Casting Call

Postby catman123456 » Thu Aug 09, 2012 11:42 am

This looks interesting. Later I will submit a plant wizard.
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Re: [2E] Heroic Fantasy Casting Call

Postby catman123456 » Thu Aug 09, 2012 12:32 pm

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Backstory: Linon was born in a village that name is lost to the mist of time. As a child he was all ways playing in the nearby woods. He got older and the woods started call out to him. For a while he ignored it. As time when on the call got stronger and stronger. On his 18 birthday he couldn't rested it any more. He left in the middle of the night. While he was traveling, he stumbles around and happens to find an ivory tower. After roaming for a few days he figures why not take a little break. He enters the tower and found a woman waiting for him. “Hello Linon I been waiting for you”. The woman told me that I have the blood of the forest and offer to teach me how to use my power. I agreed. For ten years I study and practiced. The day of my 28 year I became a mage. The woman (who name eludes me) gave me my book and traveling cloak. She bid me farewell and I left. When I exited the tower it was crumbling and vine covered. I went to the nearest town and ask what year is this? To my dismay a 100 years has past. And here I am.

Linon

Power Level: 8; Power Points Spent: 120/120

STR: +3 (10/16), DEX: +2 (14), CON: +4 (18), INT: +5 (20), WIS: +5 (20), CHA: +1 (12)

Tough: +4, Fort: +4, Ref: +2, Will: +5

Skills: Concentration 13 (+18), Gather Information 4 (+5), Knowledge (arcane Lore) 13 (+18), Medicine 7 (+12), Notice 5 (+10), Sense Motive 5 (+10), Survival 5 (+10)

Feats: Artificer, Assessment, Equipment 4, Eyes in the Back of the Head, Improved Initiative 2, Improvised Tools, Precise Shot, Rapid Healing, Ritualist, Ultimate Effort (K(arcane))

Powers:
Cloak of the Deep woods (Device 2) (Hard to lose)
. . Displacement (Total concealment to all visual senses)
. . Enhanced Strength 6 (+6 STR)
Tome of the Green (Device 5) (Easy to lose, Restricted use)
. . Green Magic (Wizardry 8) (mystic blast, DC 23; Variable Descriptor (Narrow group - Plants); Power Loss (When can't speak))
. . . . Aloe vera Touch (Healing 8) (Alternate; DC 18)
. . . . Plant Control 7 (Alternate; Radius: 35 ft., DC 17; Photosynthesis)
. . . . Pollen Dust (Confuse 8) (Alternate; DC 18; Burst Area (40 ft. radius - General))
. . Plant Mimicry 2
. . . . Tree shape (Power Setting) (Powers: Density 5)
. . . . . . Density 5 (+10 STR, +2 Toughness, Weight Multiplier: x2, Adds: Immovable 1, Super-Strength 1; Immobile)
. . . . . . . . Immovable 1 (Resist Movement: +4, Resist Knockback: -1)
. . . . . . . . Super-Strength 1 (+5 STR carry capacity, heavy load: 460 lbs; +1 STR to some checks)

Power Settings:
Tree shape (Power Setting) (Powers: Density 5)

Equipment: HQ: Isolated Tower, Staff Sling

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +11)

Attacks: Green Magic (Wizardry 8), +8 (DC 23), Plant Control 7 (DC Ref 17), Pollen Dust (Confuse 8) (DC Will 18), Staff Sling, +8 (DC 20), Unarmed Attack, +8 (DC 18)

Defense: +10 (Flat-footed: +5), Knockback: -2

Initiative: +10

Drawbacks: Vulnerable, uncommon, minor, Fire and Ice

Languages: Native Language

Totals: Abilities 34 + Skills 13 (52 ranks) + Feats 14 + Powers 24 + Combat 36 + Saves 0 - Drawbacks 1 = 120


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Last edited by catman123456 on Mon Aug 20, 2012 2:08 pm, edited 1 time in total.
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Re: [2E] Heroic Fantasy Casting Call

Postby Mark Reuter » Fri Aug 10, 2012 7:10 am

OK, I updated Japheth, taking a few of the suggestions of my fellow submitters. I dumped the Cloak of Charisma and just gave him a straight 30 Charisma. It also ties in to one of his complications (vanity because he knows he is good looking). I also switched his weapon from longsword to two-handed sword to justify the damage it does. It also makes it correspond more to the picture I chose for the character. Anyway, the build is here. Any other comments, suggestions are welcome.
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Re: [2E] Heroic Fantasy Casting Call

Postby Bending Equalist » Fri Aug 10, 2012 7:30 am

Mark, the only problem I really have is a nitpick. Chainmail is +3. If you want +5 that's Plate-mail.
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Re: [2E] Heroic Fantasy Casting Call

Postby Prof Weird » Fri Aug 10, 2012 9:21 pm

If you're still recruiting, here's a character for your perusal :

Name : Nala the Wanderer, PL7/135 pp
Race : Human
Gender : Female
Height : 5' 6"
Wgt : 134
Age : 28
Hair : sunbleached auburn, cut very short
Eyes : holly (deepest green)
Skin : well tanned

Attributes : STR 14/+2 DEX 16/+3 CON 14/+2 INT 16/+3 WIS 18/+4 CHA 14/+2 [ 32 pp]

Skills [ 33 pp] :

Skills [ 33 pp] : Bluff 4 (+6), Climb 4 (+6), Craft 7 (Artistic : Drawing +10), Diplomacy 4 (+6), Disable Device 8 (+11), Disguise 4 (+6), Escape Artist 4 (+7), Gather Info 8 (+10), Handle Animal 4 (+6), Investigate 8 (+11), Knowledge : Business 3 (+6), Earth Sciences 4 (+7); Life Sciences 8 (+11), Streetwise 4 (+7), Knowledge 4 (Behavioural, +7), KN 4 (Arcane Lore, +7), KN 4 (Civics, +7), Medicine 6 (+10), Notice 7 (+11), Profession 3 (Brewer, +7), Ride 4 (+6), Search 6 (+9), Sense Motive 8 (+12), Stealth 6 (+9), Survival 8 (+12), Swim 4 (+6)

Feats : Animal Empathy, Attack Focus (melee), Benefit (Wealth), Connected, Contacts, Endurance, Equipment 3, Improved Disarm, Skill Mastery [Medicine, Ride, Stealth, Handle Animal], Track, Well Informed [13 pp]

Staff training : Improved Trip, Power Atk, Stunning Atk, Weapon Bind [ 4 pp]
Bow Training : Improved Aim, Ranged Pin, Precise Shot [ 3 pp]

Equipment : Quarterstaff (+2 damage, 10' reach), 4 ep
Bow (+3* damage, 40' range increment), 8 ep - STR actually adds to damage.
Chain Mail (+3 Toughness bonus), 3 ep


Powers : Direction Sense, Iron Stomach [ 2 pp]

Offense : Atk +9, +10 Melee, Damage +2 (unarmed), +4 (staff), +5 (arrows),
Defense : +9 [ 36 pp]

Saves : Tou +2/+5, Fort +7, Reflex +7, Will +7 [ 12 pp]

Attributes 32 + Skills 33 + Feats 20 + Powers 2 + Combat 36 + Saves 12 = 135 pp

Complications :
Obsession (Curiosity) : Nala is the sort of person who would go into a dark cave just to see what's in there. (Actually, she has a very good idea of what IS in there, but likes to confirm hypotheses.)

Responsibilities : whenever the University needs a rumor checked out, or a rare item located or returned, or a mystery investigated, she gets the call.

Responsibilities (Family business) : Nala's family has a fair bit of money. They'd like to keep it that way, so they have her check the books every now and again. Or, sometimes, their competitor's books.

Background :
Nala is the eldest child of Gareth and Annelise, brewers and sellers of fine liquors. They have many different recipes for their various malts, so they spent a lot of time travelling to procure ingredients while Nala was growing up.

From that, she developed an interest in nature, and learned what plants were good for (besides flavoring malts and source of sugar for fermenting), and then an intense interest in understanding the natural world. She had a talent for art, which she used to draw images of all the 'odd beasts' her family ran across during their travels. She spent much of her formative years in the wilds, studying all that lived there (rather easy to do since her family was having a monetary crisis, and stayed with Annelise's father for a few years until they could get back on their feet).

Her curiosity (and need to see things first hand) held her in good stead when her parents enrolled her in the university to further her schooling - the scholars there were compiling the most complete bestiary known at the time, and she noted a few discrepancies.

One creature had three different descriptions - NONE OF WHICH WERE ACCURATE !

Knowing that people tend to exagerrate now and then, she deduced that most of the information in the books was probably incomplete at best, wildly inaccurate at worst.

But, then again, there WERE many truly strange and unusual creatures in the world, so she couldn't simply write off all the odder and more bizarre descriptions as mere stories either.

So she volunteered to track down a few of the creatures and bring back accurate data.

Years later, when her father contacted her about suspicious losses in one of their businesses, she used her talents to track down what was going on.
Last edited by Prof Weird on Mon Aug 27, 2012 6:18 pm, edited 1 time in total.
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Re: [2E] Heroic Fantasy Casting Call until 8/21

Postby Bending Equalist » Sat Aug 11, 2012 3:37 pm

I've set a deadline. Three weeks should be enough time, right? Going to look at characters again :)
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Re: [2E] Heroic Fantasy Casting Call until 8/21

Postby poodle » Sat Aug 11, 2012 8:32 pm

John Everyman -Aquisitions specialist

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When John tried to pick the pouch from the old guy in his dressing gown he was horrified when the pouch shouted "Oi master, pickpocket" and grabbed his hand. The old man turned out to be Malkazar the wizard. John thought he was about to be turned into a toad. Instead the wizard looked him up and down through a funny glass eye on a stick and nodded. "You'll do." The next thing he knew he was off the streets and working for the eccentric old wizard. Much to his surprise, as wet magic, the old wizard still made use of John's other skill set to acquire things. As his teaching continued John found he had a knack for the theory but the practice proved to be more elusive. John struggled getting his spells right "LeviO-SA!" He was practicing one day while his master was out when instead of a monster banishing spell, he cast a monster summoning spell instead. The fire-elemental that appeared was far more than the hapless student could control by himself. John had enough wit to leap into a protection circle while the elemental raged through the wizards tower, destroying everything it could. Malkazar, magically attuned to his tower as he was, returned in time to banish the creature but not before it destroyed several very rare tomes and artifacts that Malkazar had painstakingly collected.
Saying that Malkazar was angry was an understatement. In a fury Malkazar turned to John and in a chilling voice told him that unless he replaced the texts, he would be banished and cursed. The wizard placed a powerful Geas on the boy. Any day not spent working towards replacing the tomes would be a day of pain and agony. John was kicked out and banished in the clothes he stood up in.

St 12
Dex 20
Con 12
Int 16
Wis 12
Char 14
26pp

Att +8
Defence +8
Initiative +5
32pp

Toughness+1/ defensive roll +4
Fortitude+1+3=4
Reflex +5+3=7
Will +1

Skills: Acrobatics3, Bluff3, Climb1, Craft3 (Artistic), Diplomacy3, Disable Device3, Notice3, Knowledge3 (streetwise), Knowledge3(arcane Lore),Search3, Sleight of hand3, Stealth3.
34pp

Feats: Acrobatic Bluff, All-out attack, Artificer, Power Attack, Improvised tools/weapons, Sneak Attack3 (+4dc), Ritualist, Defensive Roll4, Second chance (sleight of hand), Second chance (notice).
15pp
107pp

Powers:
magic12 flaw:unreliable (5 uses per day), Flaw:side effect, power loss requires use of hands and voice -2pp:
Shrinking 20
ap-ghost form fly2 linked permeate3, concealment (visual senses) PF:close range
ap-Superspeed4, PF; rapid attack.PF:rapid fire, Wall run, Water run
--superspeed AP strike6, extra:area, extra:penetrating, extra: autofire1,
ap-Morph8 (anything)
7pp
Equipment: still to be stolen

Complications/drawbacks: to be decided.
Compulsion to steal
Phobia of fire.
Obsession about valuable tomes.
Wizards and alchemists are looking for the individual who has been picking their pockets, stealing their rings, raiding alchemists shops and antique stores for just the items they were trying to get. They are not very happpy about it.
Unbeknownst to John, Malkazar was not Dumbledor but a black wizard, using dark magics to get the power he needs. Enemies of dark wizardry are looking for Malkazar's accomplices.
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Re: [2E] Heroic Fantasy Casting Call until 8/21

Postby Tinkerbell » Sat Aug 11, 2012 8:48 pm

Loroth Undkeng

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Concept: Half-Elf Mystic Theurge
Age: 187
Height: 5'8"
Weight: 125 lbs.

History
Loroth was born and grew up on a travelling wagon. Her mother was a priestess and her father was a mage. They, of course, sold their services to the highest bidder in order to pay their way around the world. It was found out early on that Loroth was not fully human. She was conceived after her parents and an elven man who they traveled with for a short time got liquored up on the road one night. Both still loved her, but they treated her less as their child and more as a student. They taught her everything they knew about magic from the time she could understand. Day in and day out, strictures and scriptures, formulas and occultism. She would eventually out live them both. That was nearly 200 years ago. She has taken their lessons and combined them into a magical synthesis of both arcane and divine. She too has become a travelling sellspell. Thus is her life, looking for groups and treasure. Though her real reason is to show off her magical prowess and learn more styles. Really, it's more interesting to her than the treasure and companionship. Those things are just in the way.

Complications
Addiction/Obsession (She loves magic. She's easily swayed into talking about it, participating in it, learning about it and all other things involving it.)

Blase (Her immortal life and "short" upbringing has not afforded ther the best of impressions of people in general. She may act uninterested in the affairs of the shorter lived races.)

Half-Breed (Humans see her as an elf. Elves see her as a human. It can be a bit awkward when they find out neither is true.)

Abilities
Str 10 (+0)
Dex 16 (+3)
Con 16 (+3)
Int 14 (+2)
Wis 16 (+3)
Cha 10 (+0)

Skills
Concentration 12 (+15)
Knowledge (arcane lore) 8 (+10)
Knowledge (theology and philosophy) 8 (+10)
Language 6 (Abyssal, Celestial, Draconic, Elven, Dwarven, Infernal)
Notice 12 (+15)
Search 8 (+10)
Sense Motive 12 (+15)
Sleight of Hand 2 (+5)

Feats
Attack Specialization (magic) 2
Dodge Focus 3
Luck 1
Precise Shot 2

Powers
Device 1 (magical armor, hard to lose)
Protection 5


Immunity 2 (aging, need for sleep)

Magic (Drawbacks: Power Loss [if unable to speak or chant, minor, very common, -3])
  • Blast 10 (Extras: Secondary Effect, Power Feats: Accurate Attack, Improved Critical, Variable Descriptor [arcane/divine])
  • Boost 10 (any one ability score; Extras: Total Fade, Power Feats: Slow Fade [1 minute], Something, Variable Descritor [arcane/divine])
  • Create Object 10 (Extras Duration [Continuous], Power Feats: Precise, Subtle, Variable Descriptor [arcane/divine])
  • Drain 10 (any one ability score, Extras: Affects Objects, Power Feats: Precise, Slow Fade [1 minute], Variable Descriptor [arcane/divine])
  • Healing 10 (Extras: Restoration, Power Feats: Persistent, Regrowth, Variable Descriptor [arcane/divine])
  • Mind Control 8 (Extras: Conscious, Duration [Sustained], Variable Descriptor [arcane/divine])
  • Move Object 10 (Power Feats: Precise, Subtle, Variable Descriptor [arcane/divine])
  • Snare 10 (Extras: Backlash, Power Feats: Chokehold, Tether, Variable Descriptor [arcane/divine])

Super-Senses 7 (Detect Magic [accurate, acute, ranged], Low-Light Vision)

Combat
Attack +2, +6 (Magic)
Grapple +2
Damage +0 (unarmed), +10 (Magic)
Defense +5/+8
Knockback -1/-4
Initiative +3

Saving Throws
Tou +3/+8
Fort +4
Ref +4
Will +10

Abilities 22 + Skills 17 + Feats 8 + Powers 50 + Combat 14 + Saves 9 = Total 120
Last edited by Tinkerbell on Sat Aug 18, 2012 3:00 pm, edited 2 times in total.
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Re: [2E] Heroic Fantasy Casting Call until 8/21

Postby Tinkerbell » Sat Aug 11, 2012 8:52 pm

Just to warn you before hand. I can only be on 10PM to midnight eastern time.

I'd like some help, she's two points over and I can't find what I want to cut off.
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Re: [2E] Heroic Fantasy Casting Call until 8/21

Postby Crazyivan777 » Sat Aug 11, 2012 9:00 pm

Updated version of Wisdom, now with BACKGROUND!

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Wisdom remembers the sun, or at least she thinks she does. It was rising over the sea. She was in a boat, heading for an island. The island was covered with rocks, and the dark, fae-like folk there took her from the boat after handing over a bag of payment to those aboard. She saw the sun, she's pretty sure. Of course, she also remembers the boat sinking as soon as it was off-shore, and her new instructors laughing before taking her under the stones.
Wisdom had her eyes drawn out in a magical ritual, and spent the next ten-to-twelve years of her life apprenticing underground in the hands of the dark fae. She learned magics quickly, and sometimes wonders if perhaps she was chosen / kidnapped / enslaved for that very reason. She didn't ask questions. Questions, if not directly for the purposes of increasing her formidable magical knowledge, were punished.
The one in the rough robes had plans for Wisdom; plans that made him shield her from some of the worst treatment that (apparently) other captives experienced. He even let slip at one point that the plans would involve her leaving the island, and perhaps even gaining her eyes back, some day. Wisdom dared to cling onto that hope, and even grew not to fear the one in the rough robes.
But all good things come to an end. There was some sort-of earthquake, and screams, and a summoning-gone-wrong. The one in the rough robes was killed by another apprentice, and Wisdom was dragged to the surface by some invaders she couldn't recognize. The pitched battle at the beach was fierce. At the end, the invaders retreated. Deep down, Wisdom knew she'd be hunted if she ran, but something in her heart told her this would be her only chance to see the sun ever again. She found a shadow on the beach, and one aboard the raider's ship, and stepped across.
Later Wisdom would learn that the ship was a mercenary vessel, sent to recover another kidnapped apprentice. The rescue didn't work out right, and the mercenaries didn't relish the idea of a blind sorceress aboard their ship, so they kicked her off at the first port.
Since then, she's traveled. Learned more about the outside world. Learned about freedom, and responsibility, and how woefully underprepared most people are when magic is brought into the mix.

(Note- still waiting for a ruling on mental sense for blindsight, and if I should re-work the sorcery).

WISDOM
Blind mage


Identity: Public ID

APPEARANCE
Gender: Female
Age: 20
Size: Medium
Height: 5'7
Weight: 129
Hair:
Eyes: Glowing orbs of power

POWER LEVEL
Power Level: 8
Power Points: 120
Max Attack: 8
Max Defense: 8
Max Save DC: 8
Max Toughness: 8

ABILITIES
STR: 10 (+0)
DEX: 12 (+1)
CON: 10 (+0)
INT: 20 (+5)
WIS: 20 (+5)
CHA: 14 (+2)

COMBAT
Attack 0 (Melee 0, Ranged 4) [Unarmed +0 (Bruise)]
Defense 4 (2 flat-footed)
Initiative 5

SAVES
Toughness 4 (4 flat-footed) (Impervious)
Fortitude 0
Reflex 6
Will 7 + 2 (Mindshield)

SKILLS
Acrobatics 6 (+7)
Bluff (+2)
Climb 2 (+2)
Concentration 8 (+13)
Diplomacy (+2)
Disguise (+2)
Escape Artist (+1)
Gather Info 10 (+12)
Handle Animal (+2)
Intimidate (+2)
Investigate 2 (+7)
Knowledge
-Arcane Lore 10 (+15)
-Theology/Philosophy 8 (+13)
Medicine 2 (+7)
Notice 10 (+15)
Search (+5)
Sense Motive 10 (+15)
Sleight of Hand 4 (+5)
Stealth 4 (+5)
Survival (+5)
Swim (+0)

LANGUAGES
Common / Human, Elven, Demonic

FEATS
Attack Focus, Ranged (4)
Attractive (1)
Benefit (Can identify arcane spell usage)
Eidetic Memory
Elusive Target
Favored Conditions (3) (Opponent in darkness)
Improved Concealment
Improved Initiative (1)
Fearless
Light Sleeper
Ritualist


POWERS
Super-Senses (Accurate Hearing, Acute Touch, Blindsight, Sense Magic (ranged), Sense Shadows (ranged)) Rank 13
Sorcery (Blast. Alternate powers: Confuse, Darkness Control, Emotion Control, Nullify Magic, Teleport (Medium: Darkness / shadows) , Extra: Learned Caster, Flaw: Corrupting, Drawback: Power Loss (uncommon, major)) Rank 8
Mind Shield Rank 2
Quickness (Mental only) Rank 2

Device: Difficult to lose (robes) Protection (Impervious) rank 4
Device: Easy to lose (staff) Paralyze (ranged) rank 8


MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 10 ft/5 ft/0 ft
Teleport: 800 ft (2,000 mi)


LIFTING
Light: 33 lbs, Med: 66 lbs, Heavy: 100 lbs
Max: 200 lbs, Push: 500 lbs

DRAWBACKS
Disability: Blind


SUMMARY
Abilities 26 + Skills 20 (78 ranks) + Feats 16 + Powers 45 + Combat 8 + Saves 7 – Drawbacks -2 = 120 / 120
Crazyivan777
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Re: [2E] Heroic Fantasy Casting Call until 8/21

Postby Bending Equalist » Sun Aug 12, 2012 12:15 am

What we have so far:

Master Dagger - ecar369
Yohan - Plan B
Japheth Marvel - Mark Reuter
Dar - Shadow13
Linon - catman123456
Nala the Wanderer - Prof Weird
John Everyman - poodle
Loroth Undkeng - Tinkerbell
Wisdom - Crazyivan777

Dar needs stats. Linon needs fluff.
Stuff I've Made - Obligatory Character Thread
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Bending Equalist
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Re: [2E] Heroic Fantasy Casting Call until 8/21

Postby Plan B » Sun Aug 12, 2012 12:30 am

Tinkerbell wrote:Just to warn you before hand. I can only be on 10PM to midnight eastern time.

I'd like some help, she's two points over and I can't find what I want to cut off.


Well Tink if point shaving is your want.

Replace two points defense for dodge focus (nets 2 points for -1 flatfooted).

Or

Drop teleport and power stunt it as you need it (unless you intend to use it all the time, only a point)

Or

Drop some of your skills down a nudge 10+ mod should be plenty for most (not sure how useful concentration is in play)

Or

Wear platemail rather than magic armour. (or mixture actul armour and toughness boosting magic, even taking "magic armour" as an easily lost ring.)

Just suggestions feel free to ignore.
    Insert witty comment here.
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Re: [2E] Heroic Fantasy Casting Call until 8/21

Postby Tinkerbell » Sun Aug 12, 2012 4:21 pm

OK, dropped defense down by 3 and upped dodge focus by 3. With the free point, I got the Luck feat.
Tinkerbell's Hollow - Repository of characters past, present and future.
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